And this is how it looks with the translucent material applied.
As you can see, the mesh is rendering faces in the opposite order, displaying faces in the back after the ones in the front making it look ugly and bad.
Is there any way to fix it? I really want to get this working properly.
This doesn’t have anything to do with deferred rendering, it’s an order of operations problem. Translucency is only sorted per object. Within an object, the triangles will be rendered in the order that they are in the index buffer. Order-independent transparency would be needed to fix this, but all existing solutions are prohibitively expensive.